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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Father Toast's Mods
    1.7.10/1.6.x

    Quick Links:

    Pages:
    Mob Mods
    Server Mods

    Mods:

    Really Out-Of-Date Mods:
    Loot Mod 0.1

    News and Whatnot

    For the latest news, sneak peeks, and info about updates, shoot me a follow on the Twitter (@father_toast).

    As the forum continues to become more and more broken, I will be moving as much off of here as possible.
    First off, I am switching all of my downloads to CurseForge boxes. This is so that I will not have to edit this page at all for future updates, but you will still be able to see the changes and most recent versions, plus easier access to previous versions.
    Later, I will be moving all mod info to the Toast Wiki, so the info is more easily readable and not so ridiculous. If you're looking for something to do while bored, please head over there, sign yourself up, and help me move my documentation off the Mob and Server pages. I will greatly appreciate it!


    Mod Pack Permissions:

    Gaining permission to use my mods in your mod pack is simple!

    You may distribute my mods as part of a pack as long as you:
    * give credit to me somewhere.
    * do not alter the mod(s).
    * do not make any money from the distribution of the mod(s).
    * have fun!

    Do not message me asking for mod pack permissions, because I have developed the habit of not responding.

    Instead, you are encouraged (though, not required) to message me telling my that you are including one or more of my mods in your mod pack. If you do, please also send me a link to your pack or a mod list for the pack so that I can check it out.
    If you're feeling rather chatty, tell me how/why you are (or plan on) using the mod(s).
    I will still probably not respond, but I will be much more likely to if you have a lot to tell me.

    If you like these mods and would like to support them, or you're just feeling particularly generous, why not donate?



    Or even better, become a patron on Patreon!

    You can also help simply by telling other people about my mods or putting a banner in your signature - there's a pretty spiffy banner at the bottom of this post, with (hopefully) more to come later!



    Special Mobs

    Have you ever felt that your Minecraft monsters lacked variety? Randomized textures not enough? Well, we have the solution! Introducing: the Special Mobs mod!

    In short, this mod introduces variants to your default Minecraft mods, such as creepers with fiery explosions, skeletons that shoot poisoned arrows, and zombies that reel you in with fishing rods! In addition, it makes many minor tweaks to vanilla mobs, such as giving baby monsters drops and making endermen drop their held block on death.

    Each mob added by this mod has an adjustable rate that affects how common it is, from never appearing to being the only mob that ever appears! The properties file is generated in the 'config' folder in your .minecraft directory.


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Showcase by TheAtlanticCraft!

    Spookslt Mod Spotlight!

    Download the latest version!
    Check out this mod on its main page for more info.




    Utility Mobs

    Got a mod that makes monsters attack your base? Ever feel a bit spread thin trying to defend all 360 degrees, one degree at a time? Wish your crafting table could walk? Here's the solution: Utility Mobs!

    This mod adds additional golems built in the same fashion as vanilla golems, plus turrets, together forming the base of a good defense! Turrets and even certain golems can be upgraded to improve their effectiveness!

    Each golem and turret's building "recipe" can be disabled in the properties file! Also, you also can turn your (non-vanilla) golems and turrets hostile towards you! Build a fortress and try to get past your own defenses!


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    PopularMMOs Mod Showcase - Block Golems! (Part 1 of 3)

    PopularMMOs Mod Showcase - Turrets! (Part 2 of 3)

    PopularMMOs Mod Showcase - Golems! (Part 3 of 3)

    Vox Populi Mod Spotlight by JAD3N - Golems! (Part 1 of 2)

    Vox Populi Mod Spotlight by JAD3N - Turrets! (Part 2 of 2)

    oSPARKSoYT Mod Review - Turrets!

    CanadianFries Mod Review - Golems!

    SkyDoesMinecraft Mod Showcase - Golems!

    HuskyMUDKIPZ Mod Showcase! (A buggy version, especially for turrets)

    Spookslt Mod Spotlight!

    Download the latest version!
    Check out this mod on its main page for more info.




    Lava Monsters

    If you've ever found yourself bored once you mine down to lava because it stops hostile mobs from spawning, then this is the mod for you!

    This is a small mod that adds a new hostile monster to the game that spawns in lava and spits fireballs at you.

    Lava monsters' spawning conditions can be adjusted in a handy-dandy properties file!


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Spotlight by Sorenus!
    Mod Showcase by JackSucksAtMinecraft!
    Mod Spotlight by TheNinjaProlog!
    Mod Spotlight by TCTNGaming!
    Mod Showcase by MinecrafterFred!
    Mod Spotlight by DA BRENDAN! (shows original lava monster texture)

    Download the latest version!
    Check out this mod on its main page for more info.




    Lost Books

    Are you glad that books can finally be written in, but upset that there aren't any to read? Well, good sir or madam, download Lost Books and get ready for fun - with books!

    This mod adds a chance for monsters to drop randomly books out of a set of books that anyone can create with ease! Books can even support randomized words for books similar to automatically generated Mad Libs! In addition, the mod offers some additional utilities for reading longer books as well - it keeps your place in books and prevents the game from pausing while you read!

    Every single book, word, drop rate, and some drop conditions can be customized in some handsome properties files! The properties file is generated in your .minecraft/config directory and book files can be found in the .minecraft/config/LostBooks directory.


    Download the latest version!
    Check out this mod on its main page for more info.




    Deadly World

    Ever thought the world was just a little too nice to you? Have you ever wished mining was more dangerous and exciting and dangerous? Look no further!

    This mod adds a few world generation features that make living more difficult and interesting! These features include landmines, silverfish veins, lava pockets, and things that shoot arrows everywhere, all using blocks and features included in vanilla Minecraft!

    The frequency of features and mobs in mob spawners (as well as nearly everything else) can be adjusted in a super-duper properties file! The properties file is generated in your .minecraft/config directory.


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Spotlight by BioMasterZap!
    Mod Review by HerooPeoples!
    Mod Spotlight by BrinkoTheBrit!
    Mod Showcase by ipodmail!

    Download the latest version!
    Check out this mod on its main page for more info.




    Custom Chest Loot

    Have you ever wanted to customize your bonus starter chest, see mod items in dungeons, or simply wanted to make your Minecraft's trunks full of junk? If so, we have the solution for you: Custom Chest Loot!

    This tiny mod simply allows you to customize all randomly generated container (chests, dispensers, etc.) content and the number of items generated in those containers.

    All container categories (including ones added by mods, if any) are completely customizable in the properties files! This mod will do nothing if you do not edit its properties. The properties files are generated in your .minecraft/config/CustomChestLoot directory.


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Spotlight/Tutorial by BioMasterZap!

    Download the latest version!
    Check out this mod on its main page for more info.




    Natural Absorption

    Felt like armor just isn't doing the job for you? Tried disabling your health regen, but just found it too unforgiving? Well, Natural Absorption will solve your everyday needs and even do your laundry for you! (Warning: does not do your laundry.)

    This small mod gives you permanent absorption health that regenerates over time. The shield is not a potion effect, and will therefore stack with the absorption potion effect! In addition, it adds a new enchantment you can get on your armor to increase your max absorption health! You even replace armor's reduction entirely with absorption (disabled by default).

    There's a properties file that allows you to change just about everything relating to natural absorption, from how much you start with and the max you can earn to how quickly it regenerates and how much you lose on death! If you want to disable the enchantment or even restrict it to only the enchant, you have that option as well! The properties file is generated in the 'config' folder in your .minecraft directory.


    Info and Downloads:


    I AM THE CACTUS LORD!
    What exactly does this mod do?

    First off, when you spawn, you'll notice you have two yellow hearts (by default) on top of your health bar. That is your absorption health. Absorption health is always damaged before regular health, unless you fall out of the world.
    Whenever you take damage, your shield is disrupted and won't regenerate absorption health for some time (default: 10 seconds). After that time is up, your shield will start regenerating fairly quickly (default: 1 heart/sec).

    Your natural absorption health stacks with the absorption potion effect. This mod changes the effect of absorption potions (by technicality) to simply increase your maximum natural absorption.
    That means absorption health from potion effects (only golden apples in vanilla) will now regenerate with the rest of your shield! You could even set players' starting and max natural shield to 0 just to use this mod as a buff to absorption potions, so they behave much closer to the original absorption potions that completely refilled every 30 seconds and were actually useful.

    Two hearts? Are you trying to kill me?
    Well yes, but that's unrelated to this mod.

    In addition to your base absorption, you can also have additional max absorption health through enchanted equipment. Any armor can be enchanted with Absorption, which will increase your max absorption when worn.
    If armor replacement mode is enabled in the config (it is not by default), all damage dealt to players will ignore armor. Instead, players' armor points will contribute to their maximum absorption health based on the multiplier set in the config.

    You are able to increase your base maximum absorption health through infusion.
    Be careful, however; dying will reduce your maximum absorption!
    Check the spoilers below to find out more about these two features:

    Increasing Max Absorption
    Several things are required to infuse yourself with natural absorption energy:
    * A book
    * Gold
    * Apples
    * Gold
    * Experience

    Books have long been known to contain arcane powers, such as the ability to hold powerful magics. Using this trait, you can bind the magical energy of golden apples - the only known source of absorption - to a book, which allows those energies to be controlled and refined.
    As usual, infusing the magical properties from a book comes at a cost. You must provide experience as fuel and the book will ultimately be consumed in the process.
    However, you do not need an anvil to use this book. You're not enchanting an item; you are infusing this book's power into your very own flesh and blood.

    Increasing your maximum absorption is a two-step process:

    The first step is to make yourself a Book of Absorption. The default crafting recipe for this book calls for one book and eight standard golden apples.
    Yes, eight. To clarify, that's one leather, three sugar cane, eight apples, and one full stack of gold ingots (64).
    Simply surround your book with golden apples on the crafting table, and out comes the precious Book of Absorption!


    Alternate Recipes (to replace the above, set in config):
    The recipes are broken into ids in the config file. You may choose whichever best suits you by setting it in the config.

    In addition, you have to option to make the recipe require a book and quill instead of a regular book. This is mostly for compatibility reasons, but you may just want to force people in to needing more random things!

    0 - No recipe.
    Books of Absorption will not be craftable if the recipe is set to 0.

    1 - Simple (shapeless)

    Total cost (excluding book):
    * 1 apple
    * 8 gold ingots (0.9 blocks)

    2 - Easy

    Total cost (excluding book):
    * 4 apples
    * 32 gold ingots (3.6 blocks)

    3 - Default

    Total cost (excluding book):
    * 8 apples
    * 64 gold ingots (7.1 blocks)

    3 - Medium (shapeless)

    Total cost (excluding book):
    * 1 apple
    * 72 gold ingots (8 blocks)

    5 - Hard

    Total cost (excluding book):
    * 4 apples
    * 288 gold ingots (32 blocks)

    6 - Ridiculous

    Total cost (excluding book):
    * 8 apples
    * 576 gold ingots (64 blocks)

    Great! Now you just need to infuse the Book of Absorption with your experience, much like applying an enchanted book to an item through an anvil, only you are the item and your face is the anvil.
    The default level requirement is 30, equivalent to a max-tier enchantment at an enchantment table.

    Once you right click the book and meet the level requirement, the book and your levels will be consumed to apply a permanent boost (default: 2 hearts) to your maximum natural absorption. This also instantly increases your current absorption health by the same amount.

    Well, sorta permanent...
    (See the next section.)
    Death and You
    What, that shield was't good enough for you? Well, I'm mildly insulted.

    When you die, you lose two hearts from your maximum natural absorption (by default)!

    Don't worry your head too much, though. The default settings won't let death penalty bring you below four hearts of max absorption health. That means, the two hearts you start with and the two hearts you gain from your first Book of Absorption are safe forever. After that, each death undoes one book's effects.

    You may want to play it safe.
    Downloads:
    These downloads are all for Minecraft 1.7.10, and require Minecraft Forge. Downloading any of these mods means that you agree to the terms of use below.

    Natural Absorption: 1.2.1 for MC 1.7.10

    Installation:
    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's zip folder into the 'mods' folder.
    * Run Minecraft.
    * Try not to die!

    For older versions of Minecraft, see the Previous Versions section below.
    Changelog:
    1.2.1
    - Improved the shield updating system.
    - New option to enable absorption from armor rating even if armor is not disabled.
    - New option to hide the armor bar when armor is disabled.
    - New option to use compatibility recipe (so people can't smelt enchanted books for piles of gold).
    1.2
    - The item used to craft books of absorption is now configurable.
    - You can now set a global cap to limit the effects of combining natural absorption with the absorption enchantment.
    1.1
    - Added "Absorption" enchantment.
    - New armor override option to make armor give absorption instead of damage reduction (disabled by default).
    1.0
    - Released!
    Upcoming Features:
    Possibly an option to make shields an equippable item, rather than a constant effect.
    Add a hunger limit to regenerating shields?
    Previous Versions:
    1.6.4
    1.2



    Player Heads

    If you've ever killed a player and thought, "Gee, I really wish I could pull that player's head off of his dead body and mount it on my wall," then come on over and get this mod on your server!

    This is a very tiny mod that simply adds the ability for players to drop their own heads.

    The drop rate and conditions can be customized in a nice little properties file!


    Download the latest version!
    Check out this mod on its main page for more info.




    Mob Properties

    Think zombies are too slow, skeletons are too strong, or creepers simply don't drop enough cookies? Well, all you need to do is configure them the way you want them - with Mob Properties!

    This mod allows you to customize all mobs, vanilla or otherwise, with completely configurable drops, attributes, equipment, potion effects, and even NBT data. To top it off, many properties accept number ranges for values, and are randomized for each mob!

    Everything in this mod is completely configurable! This mod will do nothing if you do not edit its properties files. The properties files are generated in your .minecraft/config directory.


    Latest Videos:

    The farther down the list you go, the older the video is, and the less likely it will reflect the most recent version.

    Mod Spotlight by BioMasterZap!

    Download the latest version!
    Check out this mod on its main page for more info.





    Dungeon Crawler

    Ever wanted to be that one guy that survives by using paper clips? Well fret no more! This mod may not include paper clips, but it does include just about everything you need to survive in a world without the comfort of having a home. The mod also includes a variety of explosives you could use for some kind of demolition game or just to blow up sheep!

    This mod uses a meager 14 item IDs for the 57 new items it adds. Items added include weapons, armor, traps, mines, and improvised explosives! There are also new recipes to salvage materials and make old items in new ways.

    There's a properties file that allows you to change any item IDs or disable any or all items added by the mod! The properties file is generated in the 'config' folder in your .minecraft directory.


    Info and Downloads:

    Mod Showcase by Dunstan Omega Zebulon!
    I don't have time to describe this well currently. If I don't update this with more information soon, please mention it in a comment and I'll get right to it! The video above covers just about everything, though.

    New Items:

    Weapons:
    Five new weapons:
    * Knives
    * Sharp sticks
    * Bone clubs
    * Rockshots
    * Pebbles

    Knives:
    More of a tool than a weapon, these are created by placing one of your material of choice on top of a stick. These are the best tools for breaking crafting tables and webs. Craft them with rotten flesh or a spider eye to make more edible food! They can also be used in some crafting recipes to make them shapeless or get more/better salvaged material (see the knife section in crafting). They will eventually be throwable.
    Rule number one about survival: you need a knife.

    Sharp sticks:
    Can be made by crafting a stick with a knife. It's basically a stick that deals extra damage, but it breaks after 16 hits and cannot stack. Can be used to craft spike traps.

    Bone club:
    Made by crafting a bone on another bone or by a bone with a knife. Weaker than a wooden sword, but lasts longer.

    Rockshot:
    Ever wished you could use those stacks of cobblestone in some way? Shoot them at stuff! Craft any valid block with gunpowder and a rockshot and fire away! Needless to say, you'll need to recraft after every shot. Valid blocks/items:
    cobblestone, dirt, torch, redstone torch, gravel, sand, netherrack, arrow, fire charge, splash potion, TNT, soul sand, mossy cobblestone, glowstone, stone brick, iron block, smooth stone, grass
    This one is really fun in creative mode.

    Pebble:
    Craft a block of gravel, get pebbles, throw pebbles. Crafting with a knife yields more pebbles. Each pebble is effectively a snowball, except it actually deals one damage (half a heart).
    Armor:
    One new armor set:
    * Bone armor

    One new armor ingredient:
    * Chain links

    Bone armor:
    Armor made from bones. Less protective overall than leather, but has additional armor against projectiles.

    Chainmail armor:
    Want armor better than leather or bone, but only have a little iron? Each iron ingot can be crafted into three chain links, which can be used to craft chainmail armor.

    Leather armor:
    Rotten flesh and cooked meat can be smelted into leather, just make sure you don't starve yourself!
    Bombs:
    Three types of bomb:
    * Improvised
    * Fire
    * End

    All bombs come in three sizes - small, standard, and large. Crafting two of the smaller size together makes the larger, and crafting one of the larger size makes two of the smaller.
    Bombs can be placed in the world by right-clicking - just be aware that they will explode in four seconds!

    Crafting a bomb with a pressure plate on top results in the mine counterpart of the bomb.

    Improvised:
    Your standard explosive. The medium size is crafted by a string above two gunpowder (like an upside-down sword). All bombs are improvised, but these are the only ones that get the title.

    Fire:
    These are the same as standard improvised bombs, only fiery. Crafted by a string on gunpowder on blaze powder.

    End:
    These teleport all entities in the blast radius. Deals 5 falling damage to all teleported entities, regardless of their proximity to the blast. Tends to put sheep in trees. Crafted by a string on gunpowder on an ender pearl.
    Mines:
    Four types of mine:
    * Improvised
    * Fire
    * End
    * Gas

    These can be placed in the world and will detonate when hit, touched, or even just shaken a bit too hard. They can be disarmed by right-clicking them with shears or a knife.
    All mines have a one-time trigger effect and are then gone forever, but can be placed quickly and easily.

    Improvised:
    Your standard explosive. Crafted by placing any pressure plate on an imp bomb of any size.

    Fire:
    These are the same as standard improvised mines, only fiery. Crafted by placing any pressure plate on a fire bomb of any size.

    End:
    These teleport all entities in the blast radius. Crafted by placing any pressure plate on an end bomb of any size.

    Gas:
    These explode into a cloud of choking gas. The cloud lingers for ten seconds and, obviously, impairs vision and suffocates entities nearby.
    Grenades:
    Three types of grenade:
    * Improvised
    * Fire
    * End

    These can be thrown with a right click. Using advanced pressure-sensitive redstone technology (codename: "buttons"), these grenades explode on contact. Note that there is no fuse, but at some point grenades will start their fuse on impact, rather than exploding instantly.

    Improvised:
    Your standard explosive. Crafted by placing any button next to an imp bomb of any size.

    Fire:
    These are the same as standard improvised grenades, only fiery. Crafted by placing any button next to a fire bomb of any size.

    End:
    These teleport all entities in the blast radius. Crafted by placing any button next to an end bomb of any size.
    Traps:
    Seven types of trap:
    * Spike
    * Poison
    * Fire
    * End
    * Screamer
    * Launcher
    * Crippling

    These can be placed in the world by holding down the right mouse button on a block and will trigger when walked on. They can be disarmed by right-clicking them with shears or a knife.
    All traps must be reset by right-clicking them (some require a specific item) each time they are triggered before they can be triggered again.
    In the trap pictures, the trap on the left is set, and the trap on the right has been triggered.


    Spike Your standard trap. Deals damage and gives mobs a little bump.
    Does not need an item to be reset, but can only be triggered sixteen times.


    Poison The poison trap is a spike trap, but with poison on it! Yay?
    Does not need an item to be reset, but can only be triggered sixteen times.


    Fire This trap sets the ground around it on fire when triggered!
    Uses coal or charcoal to reset.


    End Contrary to popular belief, the end trap does not end you, it just teleports you somewhere random, which might end you.
    Uses ender pearls to reset.


    Screamer Also known as a ghast trap, this trap is not made for trapping ghasts. Instead, it just screams like one when triggered, using sugar cane whistles. It doesn't do much else, apart from slowing and weakening anything in close proximity.
    Uses sugar cane to reset.


    Launcher Known in some nations as the "piston trap", the launcher trap throws entities into the sky! Twelve blocks into the sky, to be exact.
    Does not need an item to be reset.


    Crippling This is not what the trap looks like now. (It looks a lot better.)
    Based on a trap made for the mythical creature "bear", the crippling trap really hurts the ankles of whatever is unlucky enough to step on it.
    Does not need an item to be reset.
    Crafting:
    New Recipes:
    Arrows and flint and steel can be made using quartz in place of flint. Might be very helpful in the Nether!

    All knives, swords, axes, pickaxes, shovels, bows, arrows, arrows, torches, and fishing rods may be crafted with bones instead of sticks. This feature can be disabled.
    Examples:

    Knife crafting:
    (All shapeless!)

    Sharp stick:


    Bone club:


    Imp bomb:


    Fire bomb:


    End bomb:


    Large imp bomb:


    Spike trap:
    (just three sharp sticks anywhere, plus a knife)


    Pebble x 6:


    Stick x 2:
    (to make sticks with only one block of planks)


    Raw pork:


    Arrow x 4:
    (a bone can be used instead of the stick, quartz can be used instead of the flint)


    Wooden sword:
    (a bone can be used instead of the stick)


    Stone sword:
    (a bone can be used instead of the stick)

    Knife:
    (a bone can be used instead of the stick)


    Rockshot:
    (a bone can be used instead of the stick)


    Loaded rockshot:
    (shapeless, any ammo)
    ammo:
    cobblestone, dirt, torch, redstone torch, gravel, sand, netherrack, arrow, fire charge, splash potion, TNT, soul sand, mossy cobblestone, glowstone, stone brick, iron block, smooth stone, grass


    Chain links:
    (only used to craft chainmail armor)


    Chainmail armor:
    (crafted like any other armor, only helmet shown)


    Bone armor:
    (crafted like any other armor, only helmet shown)


    Imp bomb:


    Fire bomb:


    End bomb:


    Smaller bomb x 2:
    (any standard- or large-sized bomb)


    Bigger bomb:
    (any two standard- or small-sized bombs)


    Mine:
    (any pressure plate, any bomb)


    Gas mine:
    (any pressure plate)


    Grenade:
    (any button, next to any bomb)


    Spike trap:
    (actually just uses three sharp sticks, picture is old)


    Poison trap:


    Fire trap:
    (any pressure plate, coal or charcoal)


    End trap:
    (any pressure plate)


    Screamer trap:
    (any pressure plate)
     -<br>*#*<br>




    - = pressure plate
    * = ghast tear
    # = sugar cane


    Launcher trap:
    (stone pressure plate only)


    Crippling trap:
    (stone pressure plate only)


    Flint:
    (shapeless)

    Salvaging:
    Many items can now be salvaged into some of the materials used to craft them. In general, these recipes include a single ingredient. Salvaging can be disabled in the config file.
    Wood and food salvage recipes (and a couple special recipes) can also optionally include a knife - this will roughly double the amount salvaged or provide different/better materials.
    Note that this is not a comprehensive list and is also slightly out of date. Some of these recipes may be inaccurate.

    Sticks:
    special stick recipes
    (from saplings, knife recipe is shapeless)


    (from cacti, knife recipe is shapeless)


    yield - salvage materials
    1 - ladder
    2 - fence
    4 - painting



    Planks:
    yield - salvage materials
    1 - wooden slab x 2, wooden stairs, wooden pressure plate, fence gate
    2 - crafting table, bed, piston, trapdoor
    3 - wooden door, boat
    4 - chest, note block, jukebox



    Cobblestone:
    yield - salvage materials
    1 - stone pressure plate, cobblestone stairs, mossy cobblestone
    4 - furnace


    Stone:
    yield - salvage materials
    1 - stone brick


    Stone bricks:
    yield - salvage materials
    1 - mossy stone brick, cracked stone brick, stone brick stairs


    Iron:
    yield - salvage materials
    3 - iron door


    Redstone:
    yield - salvage materials
    1 - redstone torch
    3 - redstone repeater


    Other:
    (pistons)



    (saddles)

    (snow, same as breaking placed snow with a shovel)

    (melons, breaking a placed melon will average 5 slices)


    (clay, same as breaking placed clay)

    (bookshelves, same as breaking placed bookshelves)

    (wool, color doesn't matter)

    (dispensers)

    Smelting:
    Leather:
    Any cooked meat (or rotten flesh) can be smelted into leather.



    Flint:
    So you don't have to place/break gravel a million times.
    Downloads:
    These downloads are all for Minecraft 1.6.x, and require Minecraft Forge. Downloading any of these mods means that you agree to the terms of use below.

    Dungeon Crawler: 0.2.5 for MC 1.6.x

    Please note that 0.2.5 will break some of your items. I would suggest destroying all your bombs, traps, mines, pebbles, rockshots, knives, and sharp sticks before updating. Others items may be affected, too, just make sure you back up your world as usual!

    Important: this is a beta release, all mechanics are subject to change - including the item IDs! Subsequent updates may affect the items in this mod or potentially even corrupt worlds (should be savable by NBTEdit, at least). I strongly recommend backing up your save files or starting a new world: I am not responsible for damage this may cause your game saves! (This probably won't harm your game, though, I wouldn't release something I thought would actually damage any files.)

    Installation:
    * Delete the META-INF folder in your minecraft.jar.
    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's zip folder into the 'mods' folder.
    * Run Minecraft.
    * Survive!

    For older versions of Minecraft, see the Previous Versions section below.
    Changelog:
    0.2.5
    - Band-aid for knife dupe.
    - New foods: undead meat, dead meat, eye of spider, and spider soup. All soups can now be made in buckets! (Soup buckets will eventually be moved to a new item id with a max stack size of 16.)
    - Now overrides mushroom stew with a stackable version (same item id). Spits about three warnings at you. Can be disabled (duh).
    - New explosives: placeholder grenades (normal, fire, and end). No fuse time, semi-buggy.
    - Ditched the "pre-enchanted item" feature. (The anvil ruined it.)
    - Previously pre-enchanted items' effects are now:
    - Knife: WIP
    - Sharp stick: none (for now)
    - Bone club: none (for now)
    - Bone armor: Same effect (+3 armor v. projectiles). Bone armor's effect actually never came from an enchantment (the info text was just for show).
    - Wood tools from this mods' recipes can again be made with any color wood.
    0.2.4
    - Now includes a config file!
    - Added screamer trap.
    - Traps less beta-like.
    - Limitations.
    - Improved rendering.
    - Rockshots accept splash potions!
    - Rockshots only use one recipe for loading.
    - Recipes and salvage recipes updated.
    v2
    - Fixed crash when a rockshot ran out of ammo.
    - Fixed crash when the search tab was selected.
    - Other minor bug fixes.
    v3
    - Fixed crash related to disabling items and swapping creative tabs.
    v4
    - Fixed server crash on startup bug!
    v5
    - Fixed traps not placeable in SMP!
    - Fixed "end" trap/explosion teleports.
    - Players are now always teleported.
    - No longer flags "player moved too fast" warning on servers.
    - The particle effect now points to the correct location in SMP.
    0.2.3
    - Traps can now be placed in SMP!
    - Fixed smooth stone salvage recipes.
    - Jukeboxes return a diamond when salvaged with a knife.
    - Fixed bug where traps appeared to reset themselves when a world is reloaded.
    - Improvised bombs don't get used up anymore. (Since they don't do anything yet.)
    0.2.2
    - Made SMP-compatible!
    - Entities are now registered within the mod (unlimited mob IDs).
    - Traps currently can not be placed in SMP.
    0.2.1
    - Reduced the looting bonus on stone and iron knives by one.
    - Slightly reduced the number of pebbles obtained by crafting.
    - Explosions no longer leave "ghost" blocks behind.
    - Removed the jawbone on bone skulls to differentiate them from skeleton masks.
    0.2 (still)
    - Blocks shot from the rockshot now spawn smoke particles instead of block-breaking particles.
    0.2
    - Polished up a bit.
    - Bone armor no longer glows.
    - Improved the way this mod's entities are rendered.
    - Added trap functionality!
    - Added cake boomshot to creative mode.
    - Expect to see cake rockshots as dungeon loot in the future!
    0.1
    - Initial beta release!
    Upcoming Features:
    Throwable knives! Placeable bombs with an actual model and physics! Grenades that bounce or stick instead of exploding instantly! Flash grenades? Finished survival food!
    Previous Versions:
    1.5.2:
    0.2.4v5



    Loot Mod
    (BETA) 0.1 for MC 1.2.5

    Tired of every single weapon, tool, and piece of armor being exactly the same? Think it would make more sense if there was some variation? Well, fret no more! We have what you need: the Loot Mod!

    This mod introduces "upgrades" that are innately applied to weapons dropped from mobs (currently only swords)! Mobs don't drop weapons, you say? Well, this mod takes care of that, too: it gives all hostile mobs a chance to drop equipment!

    The equipment drop rates can be adjusted in a convenient properties file!

    Download the latest version!
    Check out this mod on its main page for more info.


    Discontinued Mods:



    Health Bars
    1.0 for MC 1.5.2
    Want you or your players to be more informed? Need to know how dead things are? Well, this might be what you are looking for!

    This is a pretty small mod that adds customizable health bars to mobs.

    The health bars' looks and information can be customized in a nice little properties file! The properties file is generated in your .minecraft/config directory.

    Info and Downloads:
    Discontinued:
    Unfortunately, I must discontinue this mod. It just does not seem very useful to have server-sided health bars (that do not even work on named entities). In addition, the changes to health in 1.6.2 made this mod more trouble than it was worth.
    I never implemented the uninstall feature to remove health bars added by this mod, so use at your own risk. If you uninstall the mod (or update past 1.5.2), entities that had health bars will not lose them, and the health bars will (of course) cease to function.
    I may, in the future, make a client-side-only version of this mod, as I rather liked the look, customization, and distance restriction of this mod. We will see.
    -Father Toast
    This mod makes use of vanilla features to add health bars to mobs!
    Since it uses custom names to show the health bars, players and entities with custom names will not recieve health bars.
    Also, any entity that implements IBossDisplayData will not recieve a health bar, since they already have health bars in vanilla Minecraft.

    Health bars can be configured to look pretty much however you want, but if you're putting this on a server, keep in mind that everyone will see the same health bars (so don't make them look suggestive, unless your server is into that sort of thing).

    This mod is good for single-player or for providing your users health bars without having to download another mod!

    Here are a couple examples of customized health bars:
    Downloads:
    These downloads are all for Minecraft 1.5.2, and require Minecraft Forge. Downloading any of these mods means that you agree to the terms of use below.

    Health Bars: 1.0 for MC 1.5.2

    Installation:
    * Delete the META-INF folder in your minecraft.jar.
    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's zip folder into the 'mods' folder.
    * Run Minecraft.
    * Know your enemy!

    For older versions of Minecraft, see the Previous Versions section below.
    Changelog:
    1.0
    - Released!
    Upcoming Features:
    Not much, probably.
    Previous Versions:
    1.5.1
    1.0
    1.5
    1.0

    Terms of Use:

    By downloading or using any of these mods, you are recognize that you are using them at your own risk, and that I do not accept any responsibility for anything in relation to these mods.

    Banner:

    If you like these mods and would like to support them, or just want a really cool picture, add this text into your signature!
    [center] <a href="http://www.minecraftforum.net/topic/1153874-/"><img src='http://i.imgur.com/FeanU.jpg' /></a> [/center]

    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Wish loot mod was updated, do you think you could make it open source so someone else can? Seems 100% positive you're not going to do anything with it anytime soon. I'm not a coder myself but I just hope that someone could update it seeing as you probably wont.


    All of my public mods are open source on GitHub.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from crazz2424»

    OK, I got the following code working (was just missing a comma). The blast radius is bigger but Creepers only do 2 and a half health damage to a player with no armor. Is that normal? Since creepers don't make use of the generic.attackDamage attribute, is there any way to change that or via a simple mod to make a Creeper do more damage to a player?


    <snip>


    Explosion damage scales with your difficulty setting and distance. Mods can also adjust the damage dealt however they want. So, it might be because you have the difficulty on easy and/or you're standing too far away; if not, then some mod is changing it.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from CookieOwner13»

    I do not know whether to apply the right for help in this thread, but I would like to know whether it is possible in mod Custom Chest Loot make fixed content to start chest. that certain things are always generated in it, not chosen at random?


    It is possible; however, items generated can be overwritten by items generated afterward, so technically, only one item can be made a completely guaranteed spawn.



    Quote from ciekma»

    Mob properties, together with Just Another Spawner, is a powerful tool to fix all these creatures coming from different mods, thank for creation.


    I found one issue: I'm trying to spawn primed tnt when creeper is killed by falling into the ground, but it doesn't work - no effects of "function": "if_damage_type_fall:" introduced in drop section. Still normal drops when pushed gently (not hit) from cliff edge.


    In contrary, "function": "if_killed_with_fire" works fine.

    Any idea, what is going wrong?


    If you are using it just as you've typed, the problem is you have that extra ":" at the end of the "if_damage_type_fall".

    Quote from crazz2424»

    Thought I had this all working...

    About a year ago, I painstakingly setup a working minecraft 1.7.10 server with numerous mods including mo'creatures and mob properties. As far as I knew, everything worked well. I resurrected the server, did not change or update anything, and deleted and created a new world. Well, I noticed on world generation, I had errors on some of the mo'creatures mob properties. It always seems to be Boars, Goats, Bears etc at world start and its always just on generic attack damage.


    [toast.mobProperties._MobPropertiesMod:console:92]: [MobProperties] [ERROR] Attempted to override invalid attribute "generic.attackDamage" for MoCEntityBoar['Boar'


    This is how I have the status setup. There are no errors in the JSON editior. could you please advise why I am getting this?


    The mod is giving you this error because that entity does not have the "generic.attackDamage" attribute, so it can not be modified. Some mods that do not use attributes may give other means of allowing you to change what you want, usually through some kind of NBT tag - try looking at the mob through InGame NBTEdit or by using the /mpinfo wand on the mob and looking at the file it generates.

    Quote from ciekma»

    How to define in add drops section, items which share same id but have different metadata?

    "mod:id:metadata" format doesn't work ('no item found' error is displayed)


    For example, "minecraft:sand" works fine, but "minecraft:sand:1" doesn't.


    Item stacks do not have metadata like blocks that have been placed in the world. Instead, you must specify the "damage" field. The mod does not attempt to parse damage from the item id in order to avoid bugs.
    http://fathertoast.wikia.com/wiki/Mob_Properties#Drops_Functions
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Stormalisk»
    I wondering if my post that I posted in October was noticed,

    but special mob wither skeletons will burn in daylight/fire/lava like a
    normal skeleton.


    Also a question about spawn chance numbers, is it the weight of total mobs or just that specific mob?
    EX: If I raise basic skeletons from 30 to 60, will it affect other mob types at all?

    I want to know since I want to raise it to 60 and make certain types much, much rarer than other types.
    EX: Since 1/30 is still kinda common compared to 1/60.

    That actually just got fixed. The new version is up now.

    The way weights work: add up all of the weights of all the things in the same list (will be something like 30+1+1+...+1 with default settings), then divide the weight of something by that number - that is the chance (from 0 to 1) that the item will be chosen. So, if the weight of the vanilla mob is 30 and the total weight is 38, the vanilla mob will be chosen 30/38 times; if you up the vanilla mob to 60 without changing the others, it will be chosen 60/68 times (and the others, assuming they are all 1, will be reduced to 1/68 chance).
    Quote from PitchBright»

    @Toast


    Not sure if I'm doing something wrong in Block Properties mod… of if it doesn't support blocks with metadata (or something). Probably me derping, but there's no examples in the wiki yet, so I'm sorta flying blind.


    I'm trying to make it so that players can't break logs by punching them.


    {
    "_name": "minecraft:log",
    "stats": {
    "opacity": 255,
    "brightness": 0,
    "hardness": 2.0,
    "resistance": 10.0,
    "sound": "wood",
    "slipperiness": 0.6,
    "tool_data": [
    {
    "tool": "axe",
    "level": 1
    }
    ]
    },
    "break_speed": [],
    "drops": [],
    "harvest": [],
    "xp": []
    }



    Can you point me in the right direction?

    It works fine when I change the tool's level on other blocks like stone, and lapis ore. (That's what made me wonder if it was logs have meta types not working properly).


    The tool data only really works well on blocks that already require a certain tool. There is no way to change that requirement from the outside, unfortunately. Using the tool-based conditionals should work to remove drops and slow the break speed, though. (I would use the "drops" array to remove drops by setting the default to false if the player isn't using an axe, rather than using "harvest".)
    Posted in: Minecraft Mods
  • 38

    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    Father Toast's Mob Mods
    1.7.10

    Also check out my main mod page for more mods and a look at what's coming next!
    For the latest news, sneak peeks, and info about updates, shoot me a follow on the Twitter (@father_toast).

    Welcome to my mob mods page! This page covers all the details and screenshots for my entity-based mods.
    Special Mobs and Lava Monsters are aimed at making your life more miserable, but do come with their own rewards, more or less.
    Utility Mobs makes the game easier, sorta. It's made to be used with a mod that makes mobs attack bases or something like that.




    Special Mobs

    Have you ever felt that your Minecraft monsters lacked variety? Randomized textures not enough? Well, we have the solution! Introducing: the Special Mobs mod!

    In short, this mod introduces variants to your default Minecraft mods, such as creepers with fiery explosions, skeletons that shoot poisoned arrows, and zombies that reel you in with fishing rods! In addition, it makes many minor tweaks to vanilla mobs, such as giving baby monsters drops and making endermen drop their held block on death.

    Each mob added by this mod has an adjustable rate that affects how common it is, from never appearing to being the only mob that ever appears! The properties file is generated in the 'config' folder in your .minecraft directory.


    Info and Previous Versions:
    Note: no videos have been made since the 3.0 update. A lot has changed, so these videos will be inaccurate and include some features from Special AI, which is now a separate mod.

    Mod Showcase by TheAtlanticCraft!

    Older Videos: (Still good!)
    Spookslt Mod Spotlight!

    Special Mobs adds a number of variant mobs. However, it also provides many other tweaks to provide more variation in your mobs with a high level of customization!

    Features (each feature can be independently modified or disabled):
    * Mob variants with different abilities, effects, sizes, and AI.
    * Adds special creepers to the Nether and End dimensions.
    * Adds ghast mounts to the overworld dimension.
    * A couple new enchantments only found on mob drops.
    * Chance for zombies and skeletons to hold bows.
    * Spiders and zombie pigmen have a chance to be aggressive.
    * Chance for silverfish to call other silverfish when spawned.
    * Randomized mob sizes (visual effect only).
    * Allows you to customize the chance for zombies to infect villagers.
    * Skeletons can spawn as babies, just like vanilla zombies can.
    * Baby hostile mobs drop items and experience.
    * Creepers can spawn already charged, as long as it is thundering.
    * Endermen drop the blocks they are holding upon death.
    * Option to disable enderman griefing entirely.

    For more information on any of these features, read in the spoilers below!

    Mobs:
    Special Mobs makes various changes to mobs in general. All mobs with variants have their vanilla counterparts replaced by slightly altered versions by default. This allows the following changes to all mobs that can have special versions:
    * Mobs are rendered at randomized sizes (visual effect only).
    * Any mob can have any rate of natural regeneration, as determined by the mob's NBT data.

    In addition to the effects it has on all monsters, it allows certain changes to specific mobs:
    * Skeletons can spawn as babies, can spawn with swords.
    * Zombies can use and spawn with bows, have configurable villager infection chance, and infected villagers become the same type of zombie that infected them.
    * Creepers can spawn already charged during thunderstorms.
    * Endermen drop the block they are carrying on death, their griefing can also be outright disabled.
    * Zombie pigmen can use and spawn with bows, can spawn already angered (will stare directly at you when not moving).
    * Spiders and cave spiders can spawn aggressive in daylight (will stare directly at you when not moving).
    * Silverfish can spawn already calling for reinforcements.

    For compatibility reasons, the replacement of vanilla versions can be disabled for any mob type, but the above changes will then only affect the "special" variants of those mobs.

    This mod also adds different mobs into each dimension by default. It adds fire creepers to the Nether, ender creepers to the End, and mini ghasts (melee ghasts that like to be ridden by hostile mobs) to the overworld.

    See the spoilers below for information on the specific variants of mobs.

    Special Creepers:
    Twelve new creepers:
    * Armor
    * Dark
    * Death
    * Dirt
    * Doom
    * Drowning
    * Ender
    * Fire
    * Jumping
    * Lightning
    * Mini
    * Splitting

    All creepers have a chance to spawn charged during thunderstorms.


    Armor Creeper The armor creeper is your standard, yellow creeper wearing a cute armored vest and little booties! It has a fair amount of armor and 15 hearts of health, but is otherwise the same as a normal creeper.
    Health: 30
    Armor: 10
    Speed: 100%
    Explosion size: 3 (6 charged)
    Drops: 0-2 gunpowder, 0-1 leather


    Dark Creeper The dark creeper is very sensitive to light, so it focuses its explosion on destroying any surrounding sources of light, probably destroying them. Legend has it that a charged dark creeper could make a blast so powerful, it could destroy the sun itself. Oddly enough, their own face is a light source, which is probably why they are always in a bad mood.
    Health: 20
    Armor: 6
    Speed: 100%
    Explosion size: 3 (6 charged)
    Special: explosion only damages light sources within 12 (24 charged) blocks
    Drops: 0-2 gunpowder, 1-8 torches (1/3 chance)
    Rare drop: 1 Potion of Night Vision


    Death Creeper The death creeper is overflowing with gunpowdery goodness, making its explosion even larger than a block of TNT! With all that gunpowder spewing from its pores, you'd think it would explode if you lit it on fire, and it does! Be careful.
    Health: 20
    Armor: 0
    Speed: 120%
    Explosion size: 5 (10 charged)
    Special: explodes when set on fire
    Drops: 1-5 gunpowder
    Rare drop: 1 TNT


    Dirt Creeper The dirt creeper covers itself in mud. You'd think it would cover itself in dirt, considering its name and all, but the creeper's name, "dirt", is actually derived from the testificate word "dehrp", which roughly means "poop". Also, our scientists say that dirt doesn't stick to things very well. Completely unrelated to these facts, the dirt creeper creates a glob of dirt instead of destroying the landscape.
    Health: 20
    Armor: 6
    Speed: 100%
    Explosion size: 3 (6 charged)
    Special: can't be set on fire, explosion places dirt instead of destroying blocks
    Drops: 0-2 gunpowder, 0-1 dirt, 1 bread (1/3 chance)


    Doom Creeper The doom creeper knows it's doomed, so it has rigged itself to also explode if it dies! When killed, its explosion is weakened and does not destroy any blocks, but will explode like a normal creeper otherwise. Even with the dampened explosion, not much is left of the doom creeper after it dies, usually just shattered bones and sandness.
    Health: 20
    Armor: 0
    Speed: 100%
    Explosion size: 3 (6 charged)
    Special: explodes when killed (30% smaller explosion, no block damage)
    Drops: 0-2 gunpowder, 1 bone (1/3 chance)
    Rare drop: 1 ghast tear


    Drowning Creeper The drowning creeper, despite its name, actually can't drown. It gets its name from its rather "peculiar" explosion. Instead of destroying blocks like most creepers, it fills a rather large area with water and encases it in a shell to drown its victims. After many years of testing, our scientists have concluded that this makes a terribly horrible mess to clean up in almost any circumstance.
    Health: 40
    Armor: 0
    Speed: 100%
    Explosion size: 3 (6 charged)
    Special: can't be set on fire, breathes under water, explosion places water and a "shell" instead of destroying blocks
    Drops: 0-2 gunpowder, 1 bucket (1/3 chance)
    Rare drop: 1 Diving Helmet


    Ender Creeper The Ender creeper is the epitome of evil. It teleports around and steals candy from babies, then explodes in your face. Like endermen, the ender creeper doesn't take kindly to being looked at. If you value your life, I would suggest wearing a pumpkin on your head and avoiding these guys.
    These may also be found in the End.
    Health: 40
    Armor: 0
    Speed: 120%
    Explosion size: 3 (6 charged)
    Special: teleports, takes damage in water, only attacks when looked at
    Drops: 0-2 gunpowder, 0-1 ender pearls
    Rare drop: 1 Whip of Destruction


    Fire Creeper The fire creeper is immune to fire, lava, and lightning, but water prevents it from exploding while slowly killing it. It also makes a lot of fire when it explodes! Wooden people and houses beware!
    These may also be found in the Nether.
    Health: 20
    Armor: 0
    Speed: 100%
    Explosion size: 3 (6 charged)
    Special: immune to fire, takes damage in water, can't explode in water, fiery explosion
    Drops: 0-2 gunpowder, 0-1 fire charges, 1 coal (1/3 chance)
    Rare drop: 1 unbreaking flint and steel


    Jumping Creeper The jumping creeper will jump ridiculously high and attack from above! It has a habit of being immune to falling damage and exploding harmlessly in the air above you, but don't count on that second one.
    Jumping creepers often drop glowstone dust, and will rarely also drop gunpowder.
    Health: 20
    Armor: 0
    Speed: 130%
    Explosion size: 3 (6 charged)
    Special: immune to fall damage, leaps at target
    Drops: 0-2 gunpowder, 1 slimeball (1/3 chance)
    Rare drop: 1 Potion of Jumping


    Lightning Creeper The lightning creeper is much like any run-of-the-mill creeper with beautiful blue skin ? except it causes lightning to strike when it explodes! The actual explosion is pitiful when uncharged, but the lightning will charge other creepers if they are nearby! It does not take damage from lightning and, when charged, its explosion size is that of a normal charged creeper! Ouch!
    Health: 20
    Armor: 0
    Speed: 100%
    Explosion size: 1 (6 charged)
    Special: immune to fire, explosion causes lightning
    Drops: 0-2 gunpowder, 0-1 redstone dust


    Mini Creeper The mini creeper is just too cute! It is quick like baby zombies and skeletons, but unlike them, it actually has a smaller hitbox and will run straight for you through 1 by 1 holes. Thankfully, it only holds half as much explosive power as its larger relatives, making it much less deadly.
    Health: 20
    Armor: 0
    Speed: 130%
    Explosion size: 1.5 (3 charged)
    Special: adorable!
    Drops: 0-2 gunpowder


    Splitting Creeper The splitting creeper is not technically a single creeper, but compound organism consisting of several mini creepers fused together. We are not exactly sure how they are combined, but we do know that ripping them apart releases a lot of energy, similar to the blast of a normal creeper. Apparently, wedging apart some of the creepers by say, shooting an arrow at them, causes a chain reaction, splitting them all apart.
    Health: 40
    Armor: 0
    Speed: 100%
    Explosion size: 3 (6 charged)
    Special: explodes when hit by a ranged attack, explodes into 3-6 (6-9 charged) mini creepers
    Drops: 0-4 gunpowder


    Special Endermen:
    Seven new endermen:
    * Blinding
    * Cursed
    * Icy
    * Lightning
    * Mini
    * Mirage
    * Thief

    All endermen drop the block they are carrying when killed.


    Blinding Enderman The blinding enderman will blind you when it gets near, making it difficult to see where it's attacking from, and impossible to sprint or score a critical hit. Watch your step!
    Health: 40
    Armor: 0
    Speed: 100%
    Attack strength: 7
    Special: blinds you when nearby
    Drops: 0-1 ender pearls, 0-1 ink sacs


    Cursed Enderman The cursed enderman is cursed to spread curses! If you are hit by one, your attack power and mining speed will go down for a fairly long while. What's worse is, the more you are hit by the cursed enderman, the stronger the curse becomes! Of course, as everyone knows, drinking milk will completely purge you of any curse, no matter how strong it is.
    Health: 60
    Armor: 0
    Speed: 100%
    Attack strength: 7
    Special: stacks weakness and mining fatigue on hit
    Drops: 0-1 ender pearls, 1 gunpowder, sugar, spider eye, fermented spider eye, or glistering melon (1/3 chance)


    Icy Enderman The icy enderman will freeze you solid if it touches you! Well, almost; you move 90% slower for a couple seconds. Be careful, since getting hit by one of these will make you a sitting duck. Or a frozen duck. According to our scientists, icy endermen are the reason ducks went extinct thousands of years ago.
    Health: 40
    Armor: 10
    Speed: 100%
    Attack strength: 7
    Special: can't be set on fire, applies slowness VI on hit
    Drops: 0-1 ender pearls, 1-8 snowballs (1/3 chance)
    Rare drop: 1 ice block


    Lightning Enderman The lightning enderman smites you down with lightning if you let it touch you! Naturally, it's immune to lightning, otherwise it wouldn't be very effective at living. It also has a habit of teleporting when it hits you, which makes it just a bit harder for you to retaliate.
    Health: 40
    Armor: 0
    Speed: 100%
    Attack strength: 7
    Special: immune to fire, summons lightning on hit
    Drops: 0-1 ender pearls, 0-1 redstone dust
    Rare drop: 1 Lightning Rod


    Mini Enderman The mini enderman goes through its whole life facing adversity. Always picked last for enderball in school and always picked up and placed in random locations by the normal-sized endermen, the mini enderman is a testament to true willpower and perserverance. Also, it's tiny and cute!
    Health: 40
    Armor: 0
    Speed: 130%
    Attack strength: 5
    Special: adorable!
    Drops: 0-1 ender pearls


    Mirage Enderman The mirage enderman is just like any ordinary enderman, except for one thing: it creates mirror images when it teleports! Any time the mirage enderman teleports, it creates a mirror image that will either take the mirage enderman's place or teleport instead of the mirage enderman! Mirror images only live for ten seconds, can't deal damage or make more mirror images, and will vanish if you touch them, but will probably mess with your head.
    Health: 60
    Armor: 0
    Speed: 100%
    Attack strength: 7
    Special: creates illusionary copies of itself
    Drops: 0-1 ender pearls, 1 silverfish block (1/3 chance)
    Rare drop: 1 Ender Scythe


    Thief Enderman The thief enderman is not so interested in worldly possessions as the common thief skeleton. Instead, the thief enderman feeds on your positional energy through some freaky fourth dimensional stuff. We don't recommend testing this for yourself, as we have already lost several researchers. We found them later, of course, but they turned up in completely random locations.
    Health: 40
    Armor: 0
    Speed: 130%
    Attack strength: 7
    Special: randomly teleports target on hit
    Drops: 1-2 ender pearls
    Rare drop: 1 Ender armor piece


    Special Ghasts:
    Seven new ghasts:
    * Baby
    * Faint
    * Fighter
    * King
    * Mini
    * Queen
    * Unholy


    Baby Ghast The baby ghast is small. If you think it got its name from its size, you're wrong. It's just a baby. As everyone knows, a baby ghast can't shoot fireballs, so it will fly towards you to try and sting you. Fortunately for you, it doesn't hurt all that much.
    Health: 10
    Armor: 0
    Speed: 150%
    Attack strength: 2
    Special: adorable!
    Drops: 0-1 gunpowder


    Faint Ghast The faint ghast is a normal ghast that has almost completely faded from the world. As such, it is almost completely unaffected by the world, allowing it to move freely through blocks to eat your face off. Despite this, we were able to defeat them, but could only recover small amounts of residue to experiment with.
    Health: 10
    Armor: 0
    Speed: 120%
    Attack strength: 4
    Special: undead, moves through blocks
    Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 slimeballs
    Rare drop: 1 Potion of Shadow


    Fighter Ghast The fighter ghast is very small for a full-grown ghast. Naturally, it has developed small-ghast syndrome, and prefers to beat the snot out of your face instead of shooting fireballs from a distance. The fighter ghast has quite a bit of health and slight armor, and deals a fair amount of damage when it hits you.
    Health: 30
    Armor: 6
    Speed: 130%
    Attack strength: 8
    Drops: 0-2 gunpowder, 0-1 ghast tears, 1 iron ingot (1/3 chance)


    King Ghast The king ghast is big, bad, and a very fair king (which is why you never see ghasts fighting each other). It has substantial health and armor and regenerates health over time. In addition, the fireballs it shoots are larger, and roughly equivalent to flying fire creepers.
    Health: 40
    Armor: 10
    Speed: 60%
    Explosion size: 2
    Special: regenerates health
    Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 gold ingots, 1 emerald (1/3 chance)
    Rare drop: 1 King's Crown


    Mini Ghast The mini ghast, not to be confused with the baby ghast, has an odd mutualistic relationship with surface-dwelling monsters. The mini ghast will pick up almost any mob and fly around with it, becoming a flying mount, which 9 out of 10 of our dentists agree are more terrifying than spider mounts. The tenth one had severe arachnophobia.
    These may also be found in the overworld.
    Health: 10
    Armor: 0
    Speed: 100%
    Attack strength: 4
    Special: picks up hostile monsters
    Drops: 0-2 gunpowder, 0-1 ghast tears (does not drop in overworld)


    Queen Ghast The queen ghast is somewhat like a flying hive, only it's a ghast and shoots fireballs. When it sees you, it will start spawning baby ghasts to attack you. Once it has released all of its babies, it will start shooting fireballs at you instead. Also, it regenerates!
    Health: 40
    Armor: 6
    Speed: 30%
    Explosion size: 2
    Special: regenerates health, spawns baby ghasts to attack and on death
    Drops: 0-2 gunpowder, 0-1 ghast tears, 0-1 gold ingots, 1 emerald (1/3 chance), 1 ghast egg (1/3 chance)


    Unholy Ghast The unholy ghast is your average, every day, weak ghast variant. Okay, just kidding - the unholy ghast has an unholy resistance to every kind of damage, unless you strike it with a smiting weapon. Attempting to face this freak of nature with anything other than a smiting weapon is ill-advised.
    Health: 10
    Armor: 0
    Speed: 120%
    Attack strength: 6
    Special: undead, resistant to weapons without the Smite enchantment
    Drops: 0-2 gunpowder, 0-1 ghast tears, 0-2 gold ingots
    Rare drop: 1 Excalibur


    Special Silverfish:
    Five new silverfish:
    * Blinding
    * Fishing
    * Flying
    * Poison
    * Tough

    All silverfish have a chance to spawn already calling for reinforcements.


    Blinding Silverfish The blinding silverfish is gross, hairless, and comparatively odd-looking. These special silverfish spit ink out of their eyes right into your eyes - gross. Supposedly, they also will nibble at your toes when you're not looking.
    Health: 8
    Armor: 0
    Speed: 100%
    Attack strength: 1
    Special: applies blindness on hit
    Drops: 1 ink sac (1/3 chance)


    Fishing Silverfish The fishing silverfish is a part-time fisher and a full-time jerk. They say it gets its beautiful red and white coloring from the peppermint candies it steals from children. Of course, when fighting, it is just as much of a jerk as usual - it will fling its fishing-hook-like appendage at you and pull you closer. By itself it's not that much of a threat, but when it pulls you off a ledge or into a swarm of other silverfish, you'll notice how much you despise it.
    Health: 8
    Armor: 0
    Speed: 90%
    Attack strength: 1
    Special: reels target in
    Drops: 1 raw fish (1/3 chance)


    Flying Silverfish The flying silverfish does just what you think it would! Well, kinda what you think it would. Our scientists have discovered that these silverfish have small webbings between their legs, allowing them to glide short distances. In addition, they have much more powerful legs than normal, allowing them to move quickly and leap a long distance.
    Health: 8
    Armor: 0
    Speed: 130%
    Attack strength: 1
    Special: immune to fall damage, leaps at target
    Drops: 1 feather (1/3 chance)


    Poison Silverfish The poison silverfish is friendly, in the sense that it's very unfriendly. This breed of silverfish is venomous - a single bite from a poison silverfish is enough to deliver a rather uncomfortable amount of poison into you. They say the only way to kill a poison silverfish is with its own poison, but that's just a common misconception, they are actually completely immune to poison.
    Health: 8
    Armor: 0
    Speed: 100%
    Attack strength: 1
    Special: immune to poison, applies poison on hit
    Drops: 1 spider eye (1/3 chance)


    Tough Silverfish The tough silverfish is the thing stone checks for under its bed at night. It's big, ill-tempered, and downright hard to kill. Good luck killing this thing without alerting even more silverfish, or killing it at all.
    Health: 24
    Armor: 20
    Speed: 70%
    Attack strength: 3
    Drops: 0-1 flint
    Rare drop: 1 iron ingot


    Special Skeletons:
    Eight new skeletons:
    * Brutish
    * Fire
    * Gatling
    * Giant
    * Poison
    * Sniper
    * Spitfire
    * Thief

    All skeletons have a 1/20 chance to be a baby when spawned and a 5/6 chance to be a wither skeleton when spawned in the Nether.


    Brutish Skeleton The brutish skeleton eats nails for breakfast - without any milk. It's the roughest, toughest skeleton around. While it may not technically deal any more damage than a normal skeleton, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
    Brutish mobs are the only sources of Pain- and Agony-enchanted weapons.
    Health: 40
    Armor: 10
    Speed: 100%
    Attack strength: 2 + weapon damage + Pain I-III
    Arrow power: 2 + Agony I-III
    Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 0-1 flint
    Rare drop: 1 iron ingot


    Fire Skeleton The fire skeleton burns with the flames of a thousand torches! Its arrows are about just as hot (roughly 823 torches), and it wants to fling them in your face! Its arrows are basically the same as those shot by a bow with the Flame I enchantment because its bow has the Flame I enchantment. Water isn't good for the fire skeleton, and will ultimately kill it. Looks cool with dynamic lighting!
    Health: 20
    Armor: 0
    Speed: 100%
    Attack strength: 2 + weapon damage + Fire Aspect I-II
    Arrow power: 2 + Flame I
    Special: immune to fire, takes damage in water
    Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 coal (1/3 chance)


    Gatling Skeleton The Gatling skeleton is a lean, mean, shooting machine. If you think headbands are cool, you're right, but this goggle-wearing skeleton will blow you away, literally! It fires 1-2 pathetically weak arrows every second, and move at roughly a snail's pace! I would suggest running away.
    Health: 40
    Armor: 0
    Speed: 70%
    Attack strength: 4 + weapon damage
    Arrow power: 0.5
    Special: shoots ridiculously fast
    Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1-2 arrows, 1 gunpowder (1/3 chance)


    Giant Skeleton The giant skeleton is very much like a normal skeleton, only bigger! Giant skeletons are three blocks tall, have double health and deal more damage.
    Health: 40
    Armor: 0
    Speed: 100%
    Attack strength: 4 + weapon damage
    Arrow power: 4
    Special: three blocks tall (four if wither), higher step height
    Drops: 1-4 bones, 0-2 arrows (0-1 coal if wither)


    Poison Skeleton The poison skeleton is a master of stealth, cunning, and stealing spiders' eyes. It might strike when you least expect it - a single hit from one of its poisonous arrows will poison you! The poison comes from the skeleton's Venom or Poison Aspect enchantment.
    This mob is the only source of Poison Aspect- and Venom-enchanted weapons.
    Health: 20
    Armor: 0
    Speed: 100%
    Attack strength: 2 + weapon damage + Poison Aspect I
    Arrow power: 2 + Venom I-II
    Special:
    Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 spider eye (1/3 chance)


    Sniper Skeleton The sniper skeleton uses the awesome power of its headband to see and shoot farther than the puny, non-headbanded skeletons. At least, that's what we assume. We actually have no idea what gives them their good eyesight, considering they don't have eyes, but it works for them.
    Health: 20
    Armor: 0
    Speed: 100%
    Attack strength: 4 + weapon damage
    Arrow power: 4
    Special: +50% attack and aggro range, incredible accuracy
    Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 0-1 feathers


    Spitfire Skeleton The spitfire skeleton looks a lot like a fire skeleton, aside from the fact that it's giant. What do giant fire skeletons do, you ask? Well, they shoot fireballs, of course! The fireballs they shoot are similar to blaze fireballs, but can be deflected if you are paying attention. Watch out!
    Health: 40
    Armor: 0
    Speed: 100%
    Attack strength: 4 + weapon damage
    Special: shoots fireballs, immune to fire, takes damage in water, three blocks tall, higher step height
    Drops: 1-4 bones, 0-2 arrows (0-1 coal if wither), 0-2 fire charges


    Thief Skeleton The thief skeleton is ten pounds and eleven ounces of pure evil. Every time it hits you, it'll take whatever you're holding right out of your hands, if it thinks its new snatch is better at killing you than what it was holding, it will throw the old item on the ground. Of course, if it doesn't want the item it steals from you, it throws that on the ground instead.
    Health: 20
    Armor: 0
    Speed: 130%
    Attack strength: 2 + weapon damage
    Arrow power: 2
    Special: makes no passive/footstep sounds, causes you to drop your held item on hit, always can pick up loot, never spawns with a weapon
    Drops: 0-2 bones, 0-2 arrows (0-1 coal if wither), 1 gold nugget (1/3 chance)
    Rare drop: 1 Thief's weapon, tool, or armor piece


    Special Spiders:
    Thirteen new spiders:
    * Baby
    * Desert
    * Flying
    * Ghost
    * Giant
    * Hungry
    * Mother
    * Pale
    * Poison
    * Small
    * Tough
    * Web
    * Witch


    Baby Spider The baby spider is just absolutely adorable. Smaller than the cave spider, the baby spider can even fit in holes only half a block tall! That being said, its two hearts of health and half-heart attack power make it a very minor threat, even in fairly large numbers - despite its incredible movement speed. It also has the bonus of being rather comedic when ridden by a skeleton.
    Health: 4
    Armor: 0
    Speed: 130%
    Attack strength: 1
    Special: adorable!
    Drops: 0-1 string


    Desert Spider The desert spider has had to survive in the harsh desert environment. Naturally, it had to develop an extremely potent poison. While it doesn't hurt anything by itself, a single bite can leave a victim completely incapacitated - multiple bites can ... well, just don't get bitten.
    Health: 20
    Armor: 0
    Speed: 100%
    Attack strength: 2
    Special: applies nausea, slowness, blindness, and negative resistance on hit
    Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 leather
    Rare drop: 1 Splash Potion of Desert Venom


    Flying Spider The flying spider is blue! Also, instead of flying, it leaps vast distances and is immune to fall damage. It will leap at you from twice as far away as a normal spider, and will try to land behind you! Oh, and one more thing: stay very far away from the flying spider jockey.
    Health: 16
    Armor: 0
    Speed: 130%
    Attack strength: 2
    Special: immune to fall damage, leaps at target
    Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 feathers


    Ghost Spider The ghost spider is not a spider. Technically, it is the ghost of a spider - it burns in daylight and takes damage from health potions, like any other undead creature. They say that ghost spiders were once spiders that got stuck in a mob farm, never made it to the grinder, and doomed to roam the earth endlessly until finally killed. Oh, also they can walk through walls and like to drop onto your head.
    Health: 16
    Armor: 0
    Speed: 120%
    Attack strength: 2
    Special: undead, burns in daylight, moves through blocks
    Drops: 0-2 string, 1 spider eye (1/3 chance), 1 slimeball (1/3 chance)


    Giant Spider The giant spider is the opposite of a small spider. It's also really big. It's actually somewhat scary and can take a little more punishment and deal a bit more damage, but it can't fit under single blocks anymore.
    Health: 32
    Armor: 0
    Speed: 100%
    Attack strength: 4
    Drops: 1-4 string, 1 spider eye (1/3 chance)


    Hungry Spider The hungry spider is always in search of food to eat. If it hits you, it will not only take a bite out of your health, but your inventory as well! It eats one stack out of your inventory any time you let it touch you and grows larger and more powerful. Just so you know, your armor slots are part of your inventory, and unlike the familiar hungry zombie, you won't get any of your stuff back until the hungry spider is killed.
    Health: 20 + 4 per eaten item
    Armor: 0
    Speed: 130%
    Attack strength: 1 + 1 per eaten item (up to 8 total attack strength)
    Special: regenerates health, swallows a random item from your inventory on hit, grows with each eaten item
    Drops: 0-2 string, 1 spider eye (1/3 chance), 1 apple (1/3 chance), all non-food swallowed items
    Rare drop: 1 Potion of Hunger


    Mother Spider The mother spider is the creepiest, crawliest spider on the market. Not only is it big and slimy, but it also regenerates health and spawns several baby spiders when it dies.
    Health: 32
    Armor: 6
    Speed: 100%
    Attack strength: 5
    Special: regenerates health, spawns 3-6 baby spiders when killed
    Drops: 0-2 string, 1 spider eye (1/3 chance), 1 spider egg (1/3 chance)
    Rare drop: 1 Partially Digested weapon, tool, or armor piece


    Pale Spider The pale spider actually got its name from its poison, not from its slightly paler shell, as you might think. The poison makes its victim extremely weak and pale, leaving it unable to defend itself while the pale spider eats it alive. Gross.
    Health: 16
    Armor: 15
    Speed: 100%
    Attack strength: 2
    Special: applies weakness II on hit
    Drops: 0-2 string, 1 spider eye (1/3 chance), 1 fermented spider eye (1/5 chance)


    Poison Spider The poison spider looks just like the cave spider, except for the fact that it's the size of a normal spider. It's also poisonous just like a cave spider, and can spawn without a spawner!
    Health: 16
    Armor: 0
    Speed: 100%
    Attack strength: 2
    Special: applies poison on hit
    Drops: 0-2 string, 1 spider eye (1/3 chance), 1 spider eye again (1/3 chance)


    Small Spider The small spider is all the size of the cave spider, and none of the poison! Pretty standard, really. They can fit through one by one holes.
    Health: 16
    Armor: 0
    Speed: 120%
    Attack strength: 2
    Special: can fit in 1x1 holes
    Drops: 0-2 string, 1 spider eye (1/3 chance)


    Tough Spider The tough spider is big and, well, tough. Its shell is abnormally hard and can be used as flint, which you will probably need to make a ton of arrows to deal with all the upgraded creepers, skeletons, and spider jockeys. It also hurts a little more when it bites.
    Health: 32
    Armor: 20
    Speed: 70%
    Attack strength: 4
    Special:
    Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 flint
    Rare drop: 1 iron ingot


    Web Spider The web spider likes to wrap its victims up in webs to make sure they can't escape. Of course, it can only wrap things up that it touches, so don't get touched. Their unique markings seem to mimic a creeper's face - we are not quite sure how it developed in that pattern.
    Health: 20
    Armor: 0
    Speed: 120%
    Attack strength: 2
    Special: places webs on hit
    Drops: 1-3 string, 1 spider eye (1/3 chance)
    Rare drop: 1 web


    Witch Spider The witch spider's attack makes you take more damage than usual. Don't get hit while you're under its effects! Also, our scientists have discovered it seems to have a strange defense against arrows, and discourage shooting at it.
    Health: 16
    Armor: 0
    Speed: 100%
    Attack strength: 2
    Special: immune to potions, applies negative resistance on hit, reflects arrows
    Drops: 0-2 string, 1 spider eye (1/3 chance)
    Rare drop: 1 redstone dust, glowstone dust, ghast tear, blaze powder, or magma cream


    Special Cave Spiders:
    Six new cave spiders:
    * Baby
    * Flying
    * Mother
    * Tough
    * Web
    * Witch


    Baby Cave Spider The baby cave spider is just absolutely adorable. Smaller than the average cave spider, the baby cave spider can even fit in holes only half a block tall! That being said, its two hearts of health and half-heart attack power make it a very minor threat, apart from being fast and hard to hit. Beware, in large numbers they will almost certainly poison the life out of you.
    Health: 4
    Armor: 0
    Speed: 130%
    Attack strength: 1
    Special: adorable!
    Drops: 0-1 string


    Flying Cave Spider The flying cave spider is blue! Also, instead of flying, it leaps vast distances and is immune to fall damage. It will leap at you from twice as far away as a normal cave spider, and will try to poison your face!
    Health: 16
    Armor: 0
    Speed: 130%
    Attack strength: 2
    Special: immune to fall damage, leaps at target
    Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 feathers


    Mother Cave Spider The mother cave spider is the terror of the caves. If you thought the regular mother spider was bad, just try to stay away from this. It regenerates health and spawns several baby cave spiders when it dies, which have the tendency to swarm into your socks and bedsheets to bite you and poison you, very quickly ending your life.
    Health: 32
    Armor: 6
    Speed: 100%
    Attack strength: 5
    Special: regenerates health, spawns 3-6 baby cave spiders when killed
    Drops: 0-2 string, 1 spider eye (1/3 chance), 1 cave spider egg (1/3 chance)
    Rare drop: 1 Partially Digested weapon, tool, or armor piece


    Tough Cave Spider The tough cave spider is big and, well, tough. Its shell is abnormally hard and can be used as flint, which you will probably need to make a ton of arrows to deal with all the upgraded creepers, skeletons, and spider jockeys. It also hurts a little more when it bites.
    Health: 32
    Armor: 20
    Speed: 70%
    Attack strength: 4
    Special:
    Drops: 0-2 string, 1 spider eye (1/3 chance), 0-1 flint
    Rare drop: 1 iron ingot


    Web Cave Spider The web cave spider likes to wrap its victims up in webs to make sure they can't escape while their life is sucked away by poison. Of course, it can only wrap things up that it touches, so don't get touched. Their unique markings seem to mimic a creeper's face - we are not quite sure how it developed in that pattern.
    Health: 20
    Armor: 0
    Speed: 120%
    Attack strength: 2
    Special: places webs on hit
    Drops: 1-3 string, 1 spider eye (1/3 chance)
    Rare drop: 1 web


    Witch Cave Spider The witch cave spider's attack makes you take more damage than usual. Don't get hit while you're under its effects! Also, our scientists have discovered it seems to have a strange defense against arrows, and discourage shooting at it.
    Health: 16
    Armor: 0
    Speed: 100%
    Attack strength: 2
    Special: immune to potions, applies negative resistance on hit, reflects arrows
    Drops: 0-2 string, 1 spider eye (1/3 chance)
    Rare drop: 1 redstone dust, glowstone dust, ghast tear, blaze powder, or magma cream


    Special Zombies:
    Six new zombies:
    * Brutish
    * Fire
    * Fishing
    * Giant
    * Hungry
    * Plague

    If a villager is infected by any zombie, it will be the same type of zombie that killed it.


    Brutish Zombie The brutish zombie can be found breaking sticks and chewing on rocks in its spare time. Why? Our scientists have yet to determine the reason, but we believe the brutish zombie is just dumb. While it may not technically deal any more damage than a normal zombie, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
    Brutish mobs are the only sources of Pain- and Agony-enchanted weapons.
    Health: 40
    Armor: 12
    Speed: 100%
    Attack strength: 3 + weapon damage + Pain I-III
    Arrow power: 2 + Agony I-III
    Drops: 0-2 rotten flesh, 0-1 flint
    Rare drop: 1 iron ingot


    Fire Zombie The fire zombie is one hot tamale, and will set you on fire if it hits you. Of course, being fiery, its one true kryptonite is water.
    Health: 20
    Armor: 2
    Speed: 100%
    Attack strength: 3 + weapon damage + Fire Aspect I-II
    Arrow power: 2 + Flame I
    Special: immune to fire, takes damage in water
    Drops: 0-2 rotten flesh, 1 coal (1/3 chance)
    Rare drop: 1 iron ingot, carrot, or potato


    Fishing Zombie The fishing zombie enjoys sitting with its friends and fishing the morning away. Also, it uses its fishing rod to reel you in!
    Health: 20
    Armor: 2
    Speed: 90%
    Attack strength: 3 + weapon damage
    Arrow power: 2
    Special: reels target in
    Drops: 0-2 rotten flesh, 0-1 raw fish
    Rare drop: 1 iron ingot, carrot, or potato


    Giant Zombie The giant zombie is very much like a normal zombie, only bigger! Giant zombies are three blocks tall, have double health, deal more damage, and move a bit slower compared to normal zombies.
    Health: 40
    Armor: 2
    Speed: 100%
    Attack strength: 5 + weapon damage
    Arrow power: 4
    Special: three blocks tall, higher step height
    Drops: 1-4 rotten flesh
    Rare drop: 1 iron ingot, carrot, or potato


    Hungry Zombie The hungry zombie has a bottomless stomach - literally. When it hits you, it will eat a random item from your inventory. Of course, since its stomach has no bottom, it will fall right out... assuming it wasn't actual food. Oh, and if you were wondering: yes, your armor slots are part of your inventory.
    Health: 30
    Armor: 2
    Speed: 130%
    Attack strength: 3 + weapon damage
    Arrow power: 2
    Special: regenerates health, eats a random item from your inventory on hit (non-food items are dropped when eaten)
    Drops: 0-2 rotten flesh, 1 apple (1/3 chance)
    Rare drop: 1 Potion of Hunger


    Plague Zombie The plague zombie is the nastiest, grossiest zombie you'll ever see in Minecraft, theoretically speaking. When it hits you, you'll suffer random negative effects, which will stack with each hit. Got milk?
    This mob and the plague zombie pigman are the only sources of Plague- and Scourge-enchanted weapons.
    Health: 20
    Armor: 2
    Speed: 130%
    Attack strength: 3 + weapon damage + Plague I-III
    Arrow power: 2 + Scourge I-III
    Drops: 0-2 rotten flesh, 0-1 brown or red mushrooms
    Rare drop: 1 iron ingot, carrot, or potato


    Special Zombie Pigmen:
    Six new zombie pigmen:
    * Brutish
    * Fishing
    * Giant
    * Hungry
    * Plague
    * Vampire

    All zombie pigmen have a chance to spawn angered. When angered, zombie pigmen will stare directly at you while they are not walking around.


    Brutish Zombie Pigman The brutish zombie pigman enjoys long walks on soul sand beaches and bashing its face into walls repeatedly. According to our scientists, the brutish zombie pigman is one of the dumbest variations you'll find, but makes up for it with brute strength. While it may not technically deal any more damage than a normal zombie pigman, the enchantments on their weapons deal a small amount of damage that ignores armor completely, making them dangerous even in full protection-enchanted diamond armor.
    Health: 40
    Armor: 12
    Speed: 100%
    Attack strength: 5 + weapon damage
    Arrow power: 2
    Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 flint
    Rare drop: 1 iron ingot


    Fishing Zombie Pigman The fishing zombie pigman likes fishing. Nobody really knows where they fish, unless lava has fish in it that nobody has ever seen. Usually, they just use their fishing rod to lure in their prey - you!
    Health: 20
    Armor: 2
    Speed: 90%
    Attack strength: 5 + weapon damage
    Arrow power: 2
    Special: reels target in
    Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 cooked fish
    Rare drop: 1 gold ingot


    Giant Zombie Pigman The giant zombie pigman is very much like a normal zombie pigman, only bigger! Giant zombie pigmen are three blocks tall, have double health, deal more damage, and move a bit slower compared to normal zombie pigmen.
    Health: 40
    Armor: 2
    Speed: 100%
    Attack strength: 7 + weapon damage
    Arrow power: 4
    Special: three blocks tall, increased step height
    Drops: 1-4 rotten flesh, 0-1 gold nuggets
    Rare drop: 1 gold ingot


    Hungry Zombie Pigman The hungry zombie pigman eats your hard-earned food. Of course in the nether, the chances are that your food came from other zombie pigmen, but the hungry zombie pigman just doesn't care, even though it is often chastized by the other zombie pigmen for being cannibalistic.
    Health: 30
    Armor: 2
    Speed: 130%
    Attack strength: 5 + weapon damage
    Arrow power: 2
    Special: regenerates health, eats a random item from your inventory on hit (non-food items are dropped when eaten)
    Drops: 0-1 rotten flesh, 0-1 gold nuggets, 1 apple (1/3 chance)
    Rare drop: 1 Potion of Hunger


    Plague Zombie Pigman The plague zombie pigman is the kind that inflicts random conditions on you. We don't really know exactly how it inflicts these things on you, but our scientists assure you that you are better off not knowing.
    This mob and the plague zombie are the only sources of Plague- and Scourge-enchanted weapons.
    Health: 20
    Armor: 2
    Speed: 130%
    Attack strength: 5 + weapon damage + Plague I-III
    Arrow power: 2 + Scourge I-III
    Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-1 brown or red mushrooms
    Rare drop: 1 gold ingot


    Vampire Pigman The vampire pigman is unlike any zombie pigman - because it's not a zombie, of course. Through some strange ritual, the vampire pigman has unnaturally prolonged its life far beyond that of the elusive non-zombie pigman. While not too much different otherwise, the vampire pigman is incredibly resistant to anything not made of wood. The good news is that they were all erradicated from the overworld in the great vampire hunt of '76, owed in part to the incredible commonness of wood there. We can't say the same is true for the Nether.
    Health: 20
    Armor: 2
    Speed: 120%
    Attack strength: 9 + weapon damage
    Arrow power: 4
    Special: resistant to weapons not made from wood
    Drops: 0-1 rotten flesh, 0-1 gold nuggets, 0-2 gold ingots
    Rare drop: 1 Van Helsing's Wooden Stake



    Enchantments:
    This mod adds three new enchantments, each with a sword/bow version.
    * Pain/Agony
    * Plague/Scourge
    * Poison Aspect/Venom

    Pain (Sword) and Agony (Bow)
    Max level: 3
    This enchantment causes your attacks or arrows to deal additional damage that bypasses all protections.
    Each level adds 1 damage (1/2 heart).
    Deals slightly less damage than Sharpness/Power with a lower maximum level, but greatly improves effectiveness against heavily armored or resistant foes.

    Plague (Sword) and Scourge (Bow)
    Max level: 3
    This enchantment causes your attacks or arrows to afflict your target with random, negative potion effects.
    Each level applies an extra potion effect per hit.
    Possible potion effects are: slowness, nausea, blindness, hunger, weakness, and poison. Keep in mind that nausea, blindness, and hunger only affect players, and poison affects very few hostile mobs, but the combination of slowness and weakness is incredibly powerful.

    Poison Aspect (Sword) and Venom (Bow)
    Max level: 1 (Sword) / 2 (Bow)
    This enchantment causes your attacks or arrows to stack poison on your target, up to poison III.
    Each level increases the level of poison applied by a single attack.
    While poison III can very quickly sap the health from something, it can't kill and affects very few hostile mobs. However, it can prove very effective at dispatching creepers.


    Installation:
    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's jar into the 'mods' folder.
    * Run Minecraft.
    * Destroy your new-found adversaries!

    Texture Pack Support:
    * Wayukian Pack support: for Special Mobs 1.3 (also, the Nether mobs to go with it) by 7Soul
    * Eldpack support: for SpecialMobs 1.5.1 and earlier by Empocariam

    Previous Versions:
    1.6.x:
    3.0
    2.6
    1.5.2:
    2.5.2
    1.5.1:
    2.5
    1.5:
    2.4.2
    1.4.6/1.4.7:
    2.4.1
    1.4.4/1.4.5:
    2.2
    1.3.2:
    2.1
    1.2.4/1.2.5:
    1.6(spawner support)
    Special Creepers 1.0, Special Skeletons 1.0, Special Zombies 1.0




    Utility Mobs

    Got a mod that makes monsters attack your base? Ever feel a bit spread thin trying to defend all 360 degrees, one degree at a time? Wish your crafting table could walk? Here's the solution: Utility Mobs!

    This mod adds additional golems built in the same fashion as vanilla golems, plus turrets, together forming the base of a good defense! Turrets and even certain golems can be upgraded to improve their effectiveness!

    Each golem and turret's building "recipe" can be disabled in the properties file! Also, you also can turn your (non-vanilla) golems and turrets hostile towards you! Build a fortress and try to get past your own defenses! The properties file is generated in the 'config' folder in your .minecraft directory.


    Info and Previous Versions:
    PopularMMOs Mod Showcase - Block Golems! (Part 1 of 3)

    PopularMMOs Mod Showcase - Turrets! (Part 2 of 3)

    PopularMMOs Mod Showcase - Golems! (Part 3 of 3)

    Older Videos: (Still good!)
    Vox Populi Mod Spotlight by JAD3N - Golems! (Part 1 of 2)

    Vox Populi Mod Spotlight by JAD3N - Turrets! (Part 2 of 2)

    oSPARKSoYT Mod Review - Turrets!

    CanadianFries Mod Review - Golems!

    SkyDoesMinecraft Mod Showcase - Golems!

    HuskyMUDKIPZ Mod Showcase! (A buggy version, especially for turrets)

    Spookslt Mod Spotlight!

    Player Permissions:
    Player permissions help determine how the golems introduced in this mod interact with players. Each player has their own set of player permissions, which will show up in a .txt file in your config/UtilityMobs folder, if one has been saved.
    Any golem built by a player will use that player's permissions. By default, the owner will start out with all permissions, and nobody else will have any.

    You will see and edit your permissions in binary, meaning there will only be 1s (on) and 0s (off).
    To turn a permission on, simply put a 1 in the digit that represents the permission (or 0 to turn it off). For example, a player with target and use permission will have a value of 011, while a player with all three permissions will have 111.

    Target (001)
    Target permission is the most basic permission. If you give this permission to a player, your golems will not attack him or her. In addition, players without this permission can not interact with any of your golems. Basically, if a player lacks this permission, that player might as well not have any permissions.

    Use (010)
    Use permission grants a player the ability to interact with your golems. This will not grant access to any inventories, but it is generally also required, since most inventories are opened by interacting.

    Open (100)
    Open permission offers players the ability to open the inventories of and give or take items from your golems. Don't give this permission to just anybody!

    Utility Golems:
    Seven new golems:
    * Stone golem
    * Large stone golem
    * Obsidian golem
    * Armor golem
    * Gilded armor golem
    * Scarecrow
    * Bound soul


    Stone Golem The stone golem is the most basic of the most basic ally you can build. Don't expect it to be very smart or strong, but it can easily be mass produced. It won't wander or even look around, it just knows when there's an enemy in range and springs (slowly) into action!


    Large Stone Golem The large stone golem is mostly self-explainatory once you know what the stone golem is. It's just a stone golem made with twice as much cobblestone that's a bit tougher! Oh, also, it's bigger.


    Obsidian Golem The obsidian golem is just like the large stone golem, but nearly indestructable! It has 50 hearts of health and its armor reduces damage by 80%. Just like non-animated obsidian, it's as annoying as a punch in the face to break, even with diamond tools!


    Armor Golem The armor golem is for the modest golem-spender, being made of only half the iron of an iron golem! These guys, er, things are pretty tough and don't take up as much space as iron golems.


    Gilded Armor Golem The gilded armor golem is just like your standard armor golem, except that it's made of gold. As everyone could have guessed, they don't deal as much damage as iron ones. They deal half damage, in fact. So what exactly is their claim to fame, you ask? Well, every time they hit a mob, the latent enchantibility of the gold sucks valuable experience orbs out of the mob's brain! It's just a single experience point, but it adds up pretty quickly and you don't have to do anything personally.


    Scarecrow The scarecrow is your man with the plan. Your plan, that is. The scarecrow will just follow you around and beat the living tar out of monsters that get near! Just keep in mind that its attack is only as strong as the weapon you give it. Flint and steel and buckets of lava also set mobs on fire! You can always retrieve the weapon from a scarecrow; they don't even accumulate damage on weapons!


    Bound Soul The bound soul is made by absorbing souls out of soul sand and bringing them to life with the innate magical properties of a pumpkin, which then takes the form of the spirit captured. Our scientists say the souls that make up soul sand consist entirely of your past lives. Like scarecrows, they need weapons to be effective. Unlike scarecrows, they can also be equipped with armor! An army of bow-wielding souls in diamond armor is probably quite intimidating.

    Utility Turrets:
    Twelve turrets:
    * Snow turret
    * Stone turret
    * Stone brick turret
    * Obsidian turret
    * Fireball turret
    * Ghast turret
    * Fire turret
    * Sniper turret
    * Shotgun turret
    * Gatling turret
    * Volley turret
    * Killer turret

    Turret upgrade system:
    All turrets can accept upgrades! Each turret can only have one at a time, but upgrade items are never consumed and can be swapped will.

    Standard upgrade items:
    * Diamond
    * Iron ingot
    * Feather
    * Gunpowder
    * Slimeball
    * Ender pearl
    * Spider eye
    * Fireball charge
    * ???

    Diamond
    Diamond is used in the internal bow-and-arrow system to sharpen arrows as they are shot, increasing the damage they deal.

    Iron Ingot
    Iron ingots are used in much the same way as diamond, however it strikes the flint tip of the arrow and sets the arrow on fire, in a similar method to flint and steel, only cooler.

    Feather
    Ever felt like you needed to move your turret? Well, feathers somehow make them light enough to be pushed around! Just take the feather from them when you're done to lock them in place again (also to make room for a combat upgrade).

    Gunpowder
    One little pile of gunpowder is somehow enough to provide unlimited explosions from the applied turret's arrows. The way is actually works is an ancient family secret.

    Slimeball
    Slimeballs apply a layer of goop to arrows shot from turrets with slimeballs in them. This goop is not only disgusting, but slows down mobs that hit by it. The slowing effect is 15% speed reduction for a single hit, but stacks up to 75% from multiple hits within a short time. For some reason, entities that use the new AI system are not affected by potions of slowing, so creepers, skeletons, and zombies are currently unaffected by this upgrade.

    Ender Pearl
    Ender pearls allow turrets to see ten whole blocks further! This increases the average turret to twenty blocks, and the sniper turret to thirty blocks! While it doesn't offer any accuracy increase with the range, higher level turrets shoot tons of arrows (or are sniper turrets), and make incredible use of this upgrade.

    Spider Eye
    Spider eyes apply poison to the arrows shot by spider eye turrets. Mobs hit by their arrows will be poisoned, assuming they aren't spiders or undead.

    Fireball Charge
    Fireball charges are possibly the most destructive upgrade available, if you consider the word "probably" to mean absolutely. The arrows shot not only explode, but set fire to things around the explosions. If they don't immediately destroy themselves or what they are trying to defend, and you are for some reason immune to fire, they are very effective!

    ???
    Turrets with ??? shoot a very unique kind of arrow. If any mob is hit by one of these arrows, it is instantly "killed" but doesn't drop anything or provide experience. Oh, and you have to find this one out for yourself. Happy Easter!

    When feathers do not suffice, it is possible to dismantle a turret with shears. A simple right click on a turret will destroy it instantly, greatly improving the drop rate of the turret's base block based on its remaining health, from 33.3% at zero health up to 83.3% at max health. When killed normally, the turret is generally at zero health, so it will have a measly 33.3% chance to drop its base block.

    Any turret interaction (shearing or upgrading) requires open permission.


    Snow Turret The snow turret is probably an annoyance at best. It's great for pacifists or for humiliating mobs! The attack is the same as a snow golem's, but the turret is sturdier, smarter, and stationary. Only ender pearl and feather upgrades apply to this turret.


    Stone Turret The stone turret is your basic, immobile defensive unit. It attacks just like a skeleton, except it's quite a bit smarter, and its arrows will bounce harmlessly off of you, golems, and other turrets! That being said, all arrows shot by turrets have these qualities.


    Stone Brick Turret The stone brick turret is just a slightly refined version of the stone turret. It shoots arrows twice as fast! The arrows it shoots also deal half damage, but who's counting?


    Obsidian Turret The obsidian turret is your tough turret that won't cop out when the heat is on. It has an abnormally high 50 hearts of health and armor that reduces 80% of the damage it takes. However, it is only as effective as a stone turret, offensively. It's great as a starter turret placed before the map is actually played.


    Fireball Turret The fireball turret is like a blaze in your pocket, only it's not in your pocket and it's not a blaze. The fireball turret does, however, shoot fireballs somewhat like a blaze (one at a time, but more often). Thanks to not using arrows, only ender pearl and feather upgrades work on it.


    Ghast Turret The ghast turret gets its name from the big, white flying things called ghasts. Why? Because it shoots exploding fireballs just like a ghast does! Be careful not to destroy your own base. Only ender pearl and feather upgrades can be used on it.


    Fire Turret The fire turret uses the power of redstone to somehow ignite each and every arrow it shoots! That's about it. Also, it looks pretty spiffy and won't accept iron ingot upgrades.


    Sniper Turret The sniper turret has the same base range as a turret with an ender pearl! It's practically got an ender pearl built in, but ender pearls still increase the range by 10 blocks! It fires a little bit slower than the standard turret, but it's very accurate and deals more damage with each arrow!


    Shotgun Turret The shotgun turret's philosphy is simple: more is more. Instead of shooting one little arrow, it shoots six arrows with each shot! Who needs accuracy? While hitting an enemy with more than one arrow doesn't increase the damage dealt, the arrows deal more damage than standard arrows. Also, the shotgun turret hates getting confused for a snow turret!


    Gatling Turret The Gatling turret is death on a stick! It rains upon its target with two arrows every second (as opposed to one arrow every three seconds)! Sure, it might only deal half-a-heart of damage per hit, but upgrades work nicely and stuff will definitely get hit.


    Volley Turret The volley turret looked at the sniper turret and thought, "Need more arrow!" Basically, it's a shotgun turret with the range of a sniper turret, and it attacks pretty pitifully slowly.


    Killer Turret The killer turret takes some ideas from the shotgun turret, but it uses magical magic to see everywhere around itself and will shoot an arrow at every single enemy that it can see with each shot! Not only does it attack everything, but its arrows also deal more damage than normal! Every upgrade works to devastating effects when given to a killer turret, be careful with explosives!

    Block Golems:
    Six block golems:
    * Workbench golem
    * Furnace golem
    * Anvil golem
    * Chest golem
    * Trapped chest golem
    * Ender chest golem

    Block golems are helpful guys that follow their owner around. Unlike most golems, block golems will teleport to keep up with you. They all have a GUI that will open when you right click them, assuming you have high enough permissions. The owner can right click while sneaking to tell any block golem to sit or stand up, but block golems will also automatically sit down while someone is using them.
    Don't worry about losing any items from blocks that hold items - they will all be safely absorbed by the golem. However, I wouldn't suggest turning a furnace into a furnace golem while it is smelting.


    Workbench Golem The workbench golem is pretty standard, really. What is it, you might ask? Well, it's basically a workbench with legs and a fashion sense.
    Requires use permission to be used.


    Furnace Golem The furnace golem will smelt all your things that need smelting, assuming you're willing to pay the price! The fuel price, of course, it's the same as a standard furnace.
    Requires open permission to be used.


    Anvil Golem The anvil golem acts much like an anvil, only it suffers from severe chronic depression! Also, it can walk.
    Requires use permission to be used.


    Chest Golem The chest golem is great for those who want to carry a lot of stuff around. Just be careful not to let it die!
    Requires open permission to be used.


    Trapped Chest Golem The trapped chest golem is basically the same as a chest golem, only it's better at hiding. It tries its best to look just like a chest block when it is told to sit. At some point, it will probably attack players trying to open it without sufficient permissions.
    Requires open permission to be used.


    Ender Chest Golem The ender chest golem is also like the chest golem, but it uses your ender chest inventory. Also, its use permissions are a bit lighter, since everyone sees their own ender chest inventory.
    Requires use permission to be used.

    Books:
    Targeting Books:
    Don't like what your turrets do or do not attack? Then you'll need these books! The books will tell you how to use them, the only thing you need to know is that you can only open them by right clicking a block.

    Book + Bone -> Player Permissions

    Book + Rotten Flesh -> Mob Target List

    Manuals:
    Forgot how to build that one thing? Me too!
    Introducing: manuals! Simply craft a book with a golem "head" to get an informative manual, which lists all the building recipes and goles that can be made with that head, along with a bit of information about those golems.

    Book + Pumpkin -> Golem Manual

    Book + Dispenser -> Turret Manual

    Book + Ender Pearl -> Turret Upgrades Manual

    Book + Skeleton Skull -> Block Golem Manual

    Installation:
    Video tutorials:
    * by oSPARKSoYT.
    * by TheConzMen.

    -or-

    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's jar into the 'mods' folder.
    * Run Minecraft.
    * Defend your fortress!

    Texture Pack Support:
    * Chaonic Unleashed by Chaonic (built-in!)

    Previous Versions:
    1.6.x
    2.1
    1.5.2
    2.0.1
    1.5.1
    2.0
    2.0pre
    1.5
    2.0pre
    1.4.6/1.4.7
    1.1pre
    1.2.5:
    1.1
    1.0




    Lava Monsters

    If you've ever found yourself bored once you mine down to lava because it stops hostile mobs from spawning, then this is the mod for you!

    This is a small mod that adds a new hostile monster to the game that spawns in lava and spits fireballs at you.

    Lava monsters' spawning conditions can be adjusted in a handy-dandy properties file! The properties file is generated in your .minecraft folder.


    Info and Previous Versions:
    Mod Spotlight by Sorenus!

    Mod Showcase by JackSucksAtMinecraft!

    Mod Spotlight by TheNinjaProlog!

    Mod Spotlight by TCTNGaming!

    Older Videos: (Still good!)
    Mod Showcase by MinecrafterFred!

    Mod Spotlight by DA BRENDAN! (shows original lava monster texture)

    This mod adds lava monsters to your game like the one above.

    Lava monsters spawn in lava and spit blaze fireballs at you when you get near them. They are fairly weak (by default), and die in water. They leave a trail of fire beneath their feet when they walk on solid ground.
    Lava monsters can drop good things, but usually their drops are destroyed instantly.

    The lava monster's spawn conditions are rather picky: they can only spawn in lava that is at least two blocks deep and of those two blocks, at least one must be a lava source block (by default).
    Through the properties file (created the first time you run Minecraft with this mod installed), you can make the lava monsters more or less picky, indirectly changing how common they are. In addition, you can change a lot of their stats, such as max health or attack speed.

    Properties:
    Armor: lava monsters' armor rating (0 - 20).
    Health: lava monsters' max health (in half hearts).
    Attack windup: how long it takes an attacking lava monster to start shooting fireballs.
    Attack shots: the number of fireballs that will be shot with each attack.
    Attack spacing: time between each fireball shot in an attack.
    Attack cooldown: how long a lava monster waits before it starts winding up again.

    Animated texture: setting this to false disables lava monsters' texture animation. If you never want this on, feel free to delete all of the extra textures - there are twenty textures in all, but you will only need the one called "lavaMonster_0".

    Nether spawning: when you're constantly overrun by lava monsters in the Nether or prefer to use other mods to enhance your Nether, you can turn their ability to spawn there off.
    Depth hazard mode: turns lava monsters into a depth hazard, never appearing above layer 16. Remember, the lava layer is 10, so you'll get a depth hazard either way! This is mostly to prevent lava monsters from annoying the crap out of you if you use a lot of lava in construction.
    Flowing lava mode: removes the source block requirement. Lava monsters will still need lava two blocks deep (unless shallow lava mode is on), but that's anywhere lava flows down, even a single block! Your lava flows will leap with life... or death! However you want to look at it!
    Shallow lava mode: allows lava monsters to spawn in lava only one block deep, but still requires it to be a source block, unless flowing lava mode is also enabled. Enable this if you want lava monsters spawning in man-made lava pools and moats (which are usually one block deep) or just to make them a bit more common.
    Spawn frequency: how often the mod tries to spawn lava monsters - can improve performance and/or increase the rarity of lava monsters!

    Installation:
    * Install Minecraft Forge.
    * Run Minecraft to generate a 'mods' folder or create a new folder in your .minecraft directory called 'mods'.
    * Drag this mod's jar into the 'mods' folder.
    * Run Minecraft.
    * Be careful!

    Texture Pack Support:
    * Chaonic Unleashed by Chaonic (built-in!) for Lava Monsters 2.1 and earlier

    Previous Versions:
    1.6.x:
    2.2
    1.5.2:
    2.2
    1.5.1:
    2.2
    1.5:
    2.2
    2.1
    1.4.6/1.4.7:
    2.1
    2.0.2
    1.4.5:
    2.0.1
    1.4.4:
    2.0
    1.3.2:
    2.0
    1.2.4/1.2.5:
    1.2
    1.1 (modifies abn, acf, vf)
    1.0 (modifies abn, acf)


    Terms of Use:
    By downloading or using any of these mods, you are recognize that you are using them at your own risk, and that I do not accept any responsibility for anything in relation to these mods.

    Banner:
    If you like these mods and would like to support them, or just want a really cool picture, add this text into your signature!
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from GameGeek1998»

    FatherToast, or anyone that would know, is there a way to add mod block id's and mod mob id's to the Special AI config? I'd like mobs to target certain blocks and for Imps from Natura to get a bit angry when you try to kill them, and so on.


    Yes, definitely! You can find what the block ids are fairly easily using (iirc) Minetweaker's /hand. Block and item ids generally follow the pattern "modid:itemname". Mob ids are a bit harder - if you're lucky, you can find the mob id on its mod's info page, otherwise be found using an in game NBT editor on the mob in question, and alternatively Mob Properties does effectively generate a list of all registered mob ids for living entities (it will be in the file for the mob you want).

    Quote from Biochao»

    I'm trying to apply NBT to an equipped item using Mob Properties and I can't seem to get it so the game doesn't crash on start up...

    Here is the code I'm trying to use.


    It appears at least one of your functions does not use the "function" tag to define what the function is. From the crash log, it appears to be within some "item_stats".

    Quote from PitchBright»

    "function": "if_check_nbt_X"


    "function": "if_check_nbt_Age==0"


    According to the wiki:


    if_check_nbt_X:             if the comparison is true (X is the path of the tag, followed by ==,
    >, <, >=, or <=, and then by the numerical value to compare to)


    However… I found that ">=" and "<=" did not seem to work for me, in the function above. For example, a baby cow is:


    "function": "if_check_nbt_Age<=0"


    From the wiki:

    Age: Represents the age of the mob in ticks; when negative, the mob is a baby. When 0 or above, the mob is an adult. When above 0, represents the number of ticks before this mob can breed again.


    If you check <=0, that means you are checking for a mob that hasn't been bred lately.

    Quote from PitchBright»

    Mob Properties doesn't seem to be able to remove the drops from Vanilla Animals (such as Cows and Sheep)…. that other mods (such as "Hungry Animals" and "Pam's HarvestCraft")… are adding (such as Tendons and Mutton).


    Can anybody else confirm this is the case?


    If mods don't add items in the proper way, then other mods (like Mob Properties) are unable to interact with those drops. If you confirm that you can't remove the drops even by setting "default" to false (and also make sure Mob Properties is loaded after the mod in question by changing its name to appear lower in your file list), then you may want to alert the creator of whatever mod is adding those drops that they should use the LivingDropsEvent and add their drops to the event's drop list for mod compatibility.

    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    I know this is out of place, but I will still ask: How do I give a item with subid in the drop function? For example, I want a drop chance of 10% for wither skeletons. Now you only are able to say the name, but not subid (397:1 1.6, minecraft:skull 1.7). I can't find it in the wiki...

    You are looking for the item damage, which is specified similarly to the item id.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from ItsYusif»
    Hi, i have really enjoyed your earlier mod "Utility mobs"'s versions.

    So recently, i have updated the mod, installed it. But i have an error, every time i punch a golem (Or any mob of the mod) I get a client crash, Here is the error: <snip>
    Help would be greatly appreciated.

    The mod is for Minecraft version 1.7.10. ;)
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Cosmology27»

    How do you add modded mobs to the targeting list? I've tried watching youtube tutorials, checking out your wiki and sites, everything I can think of, and I can't find anything explaining it. Everybody just does an overview of the mobs and turrets, and leaves it at that.
    Is there anything that explains the permissions and targeting list stuff to help me with these kinds of things?
    Thanks!

    Everything is explained within the books themselves, except for how to make the books (that's on the forum page). You craft the permissions and mob targeting manuals with a book + bone and book + rotten flesh, respectively. You must right-click a block in order to read and write in them.

    If you need clarification on their information, I can help with any questions you have about that. :)
    Posted in: Minecraft Mods
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